Program, game management device, and game device

The program and game management device enhance player engagement in battle games by enabling group creation and management, improving player interaction and strategic engagement.

JP2025109493AActive Publication Date: 2025-07-25BANDAI CO LTD
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Patent Information

Application Number
JP2024003419
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-12
Publication Date
2025-07-25
Estimated Expiration
2044-01-12

AI Technical Summary

Technical Problem

Existing battle games lack mechanisms to enhance player engagement through group management and interaction, leading to reduced interest.

Method used

A program and game management device that enable group creation and management, allowing players to participate in or belong to groups with conditions, and present participation options among multiple groups, enhancing player interaction and engagement.

Benefits of technology

The solution provides a highly engaging gaming experience by facilitating group interactions and strategic player engagement, increasing interest in the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025109493000001_ABST
    Figure 2025109493000001_ABST
Patent Text Reader

Abstract

To provide a game high in amusement properties.SOLUTION: A program causes a computer to function as: group management means for managing a group constituted of at least one or more players and determining whether or not the player can participate in the group; and group creating means for enabling a new group to be created on condition that the player cannot participate in the group, and causing the player to belong to the created new group.SELECTED DRAWING: Figure 26
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Description

Technical Field

[0001] The present invention relates to a program, a game management device, and a game device.

Background Art

[0002] There are battle games that match players and allow them to battle against each other (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the above-described battle game, by feeling a connection with other players, players become more interested in the game.

[0005] Therefore, an object of the present invention is to provide a program, a game management device, and a game device with high interest value.

Means for Solving the Problems

[0006] One aspect of the present invention is a program that causes a computer to function as group management means for managing a group composed of at least one or more players and determining whether a player can participate in the group, and group creation means for enabling the creation of a new group on the condition that the player cannot participate in the group and causing the player to belong to the created new group.

[0007] One aspect of the present invention is a game management apparatus including group management means for managing a group composed of at least one or more players and determining whether a player can participate in the group, and group creation means for enabling the creation of a new group on the condition that the player cannot participate in the group and causing the player to belong to the created new group.

[0008] One aspect of the present invention is a program for causing a computer to function as participation group presentation means for presenting a group in which a player can participate among a plurality of groups composed of at least one or more players, and group creation means for enabling the creation of a new group on the condition that the player cannot participate in the group and causing the player to belong to the created new group.

[0009] One aspect of the present invention is a game apparatus including participation group presentation means for presenting a group in which a player can participate among a plurality of groups composed of at least one or more players, and group creation means for enabling the creation of a new group on the condition that the player cannot participate in the group and causing the player to belong to the created new group.

Effect of the Invention

[0010] According to the present invention, a highly interesting game can be provided.

Brief Description of the Drawings

[0011]

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DETAILED DESCRIPTION OF THE INVENTION

[0012] Embodiments of the present invention will be described.

[0013] <OVERALL CONFIGURATION> FIG. 1 is a diagram showing the system configuration of the game system according to the present embodiment. As shown in FIG. 1, the game system includes one or more game devices 1 and a server 2. The one or more game devices 1 and the server 2 can be connected to the communication line N and can communicate with each other. The communication line N means a communication path capable of data communication. That is, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), as well as a communication network such as a telephone communication network, a cable network, and the Internet, and the communication method is not limited to wired / wireless.

[0014] The game device 1 is a computer capable of executing a game program, is connected to the communication line N via a communication base station or the like, and can perform data communication with the server 2. The game device 1 is, for example, a commercial game device (arcade game device), a smartphone, a mobile phone, a portable game device, a stationary home game device, a personal computer, a tablet computer, a controller of a stationary home game device, or the like.

[0015] There are a plurality of game devices 1, which are basically operated by each player. For example, a plurality of game devices 1 are installed in a store and are the operation targets of players who visit the store.

[0016] The server 2 is a server system including one or a plurality of server devices, storage devices, etc. The server 2 provides various services for operating the game of the present embodiment, and can manage data necessary for game operation, distribute game programs and data necessary for executing the game on the game device 1, etc. Further, although details will be described later, when a player is identified when using the game device 1, that is, when the service of the battle game is provided in a state where it is identified which player it is, the server 2 updates the information for managing each player based on the usage content (game play history). In addition, as will be described later, the server 2 also performs matching of players who will be partners in order to form partners among players and realize battles with other players.

[0017] In the present embodiment, with such a system configuration, a battle game among players who use a plurality of game devices 1 via the server 2 and the communication line N can be configured to be realizable. However, it is not limited to a battle game between players (person-to-person), and also includes a case where one of the players is a non-player character provided by the server 2. Further, the game in which the game experience is provided on the game device 1 is not limited to a battle game between players, and may include a game configured for one person.

[0018] In the embodiment described below, an example in which a battle game in which a screen with game elements arranged on a game field is displayed and advanced is applied to the game device 1 will be described. However, the present invention is applicable to any device capable of executing a game in which a screen of a game field with game elements arranged is displayed and advanced.

[0019] <Game Elements and Game Outline> To facilitate the understanding of the configuration and the like in the following embodiments, the game elements used in the battle game according to this embodiment and the outline of the battle game will be described.

[0020] In the battle game according to this embodiment, multiple types of game elements appear. The game elements are characters (characters, vehicles, items, etc.), which are embodied and represented as images, virtual or physical items, etc. The images include still images and moving images. The battle game of this embodiment includes a first type of game element and a second type of game element.

[0021] First, the first type of game element in this embodiment will be described.

[0022] The first type of game element is associated with an item having a physical volume. An example of a physical item is, for example, a game card, which is an item (real item) having a physical volume. Note that the item is not limited to a game card, and any item that can identify the game element associated with the item is not limited to a game card. The item may be, for example, a figurine or other shaped object having the appearance of the game element.

[0023] In this embodiment, a plurality of types of articles associated with game elements of the first type are all game cards, which are physical objects. Each will be described as being associated with one game element that appears in a battle game in which a play experience is provided in the game device 1. Whether a game card is associated with which game element can be specified by the game element reading unit, which will be described later, acquiring identification information (element ID) for specifying the game element attached to the game card. The addition of the identification information (element ID) to the game card may be realized, for example, by attaching a one-dimensional or multi-dimensional code obtained by converting the identification information for specifying the game element to the game card by printing or the like, or may be realized by other methods such as being recorded in a tag or an IC chip for near field communication (NFC) included in the game card.

[0024] In a battle game, each player can use a plurality of game elements. Prior to the start of the game (before the sequence of actually operating the game elements and proceeding starts), by causing information to be acquired from the game card, the game element associated with the game card can be registered as the game element that appears in the game (used by the player).

[0025] In this embodiment, there are a plurality of game elements of the first type that the player causes to appear in the game, but mainly there are two, namely the first game element and the second game element. The first game element is a pilot, and the second game element is a vehicle that the pilot operates. Furthermore, each of the first game element and the second game element is divided into a plurality of types.

[0026] As types of the pilot, which is the first game element, there are, for example, the annihilation type, the suppression type, and the defense type. The annihilation type preferentially attacks the opponent player's aircraft and, when there is no opponent player's aircraft, attacks the opponent player's base (such as a battleship). The suppression type attacks the opponent player's base (such as a battleship). The defense type defends the player's own base (such as a battleship). Note that the types (categories) and their numbers are just examples and are not limited to these types (categories) and numbers. For example, there may be multiple attack types that can only attack game elements of a certain X type (category) of the opponent player, or attack types that can only attack game elements of a certain Y type (category) of the opponent player, according to the type (category) of the opponent player's game elements.

[0027] As types of the aircraft, which is the second game element, there are, for example, the close-range type, the long-range type, and the maneuverable type. The close-range type is good at high-firepower close-range attacks. The long-range type is good at aiming at the enemy from a long distance. The maneuverable type is good at dodging long-range attacks and quickly closing in on the enemy to attack. Note that the types (categories) and their numbers are just examples and are not limited to these categories and numbers.

[0028] These types (categories) do not necessarily have a one-to-one correspondence between each game element and each category, and a one-to-many relationship is also acceptable. For example, the aircraft, which is the second game element, may have two categories, namely the defense type and the long-range type. An aircraft with such types can use weapons with a long range to attack game elements located far from the opponent player in order to protect other game elements of the player.

[0029] In addition to the character information of the type or kind of the first game element or the second game element, the first game element and the second game element have various parameters (level, hit points, attack power, defense power, terrain suitability, weapon used, etc.) suitable for that type. For example, if it is a close-range type, the parameters will be specialized for close-range attacks. These various parameters may be changed as the battle game progresses.

[0030] Furthermore, among the first game element or the second game element, there are those with special abilities called abilities, tactical skills, or skills. The abilities, tactical skills, and skills are abilities that are exerted to advantageously develop the progress of the game and are abilities to strengthen game elements. For example, when a certain activation condition is satisfied, it is an ability to increase the attack power of a game element of a battle player for a predetermined period. The activation of abilities, tactical skills, and skills includes those that are automatically activated when the activation condition is satisfied and those that are arbitrarily activated by the player's operation when the activation condition is satisfied. Also, this ability, tactical skill, or skill may be one that can be activated only once during a battle or one that can be activated multiple times.

[0031] FIG. 2 is a diagram showing an example of a game card P1 (pilot card) when the first game element is a pilot and has character information of the annihilation type. By the game element reading unit reading the identification information and the like described on the game card P1, the game device 1 can acquire the character information and abilities of the game card P1. FIG. 3 is a diagram showing an example of a game card M1 (mounted aircraft card) when the second game element is a mounted aircraft, its type is a long-range type, and it has character information of the ability to crush (attack when an enemy unit during lock-on enters the attack range) as an ability. By the game element reading unit reading the identification information and the like described on the game card M1, the game device 1 can acquire the character information and abilities of the game card M1.

[0032] Furthermore, in the battle game of this embodiment, a game element called a unit (hereinafter sometimes referred to as a troop) appears. This unit is composed of a pilot as the first game element and a mounted aircraft as the second game element, and is constituted by their combination. That is, the player can register a pilot by associating it as an element for operating the mounted aircraft in the battle game. Thereby, the player can make a unit consisting of a mounted aircraft and a pilot appear in the battle game.

[0033] The ability of the unit can be, for example, the total value of the character information (various parameters) of the pilot, which is the first game element constituting the unit, and the character information (various parameters) of the mounted aircraft, which is the second game element.

[0034] Furthermore, the unit has action characteristics that define (or restrict actions) what actions can be taken in the battle of the battle game. The action characteristics of the unit depend on at least one of the type (category) of the pilot, which is the first game element as a component, and / or the type (category) of the mounted aircraft, which is the second game element. When the action characteristics of the unit are made to depend on the type (category) of the pilot, which is the first game element, the type (category) of the mounted aircraft is not reflected, and the action characteristics reflecting the type of the pilot are obtained. For example, when the type of the pilot constituting the unit is the annihilation type, the unit has the action characteristics of the annihilation type.

[0035] Also, the type of the unit may be made to depend on the type (category) of the mounted aircraft, which is the second game element as a component of the unit. For example, when the type of the mounted aircraft constituting the unit is the mobile type, the unit has the action characteristics of the mobile type.

[0036] In this way, when making the behavior characteristics and type of a unit subordinate to only one type of game element, the player needs to consider the type of the pilot and the mounted aircraft and select the pilot and the mounted aircraft that make up the unit so that the unit can exert its capabilities. And when the types of the game elements (pilot and mounted aircraft) that are the components are properly selected, the behavior characteristics and capabilities of the unit match, and the unit can exert its capabilities to the maximum extent.

[0037] Next, the second type of game element will be described.

[0038] The difference between the second type of game element and the first type of game element is that the second type of game element is not associated with a physical item such as a game card. The second type of game element is a game element that can be introduced into the game through evaluation information for the player, rewards obtained by achieving game events, exchange with in-game currency, etc. However, it is not necessarily the case that, like the first type of game element, the association with a physical item such as a game card is excluded.

[0039] Next, the outline of the battle game will be described.

[0040] The battle game of this embodiment has a normal battle mode in which players battle alone and a co-op battle mode in which two or more players form a group and complete a mission. The co-op battle mode is a mode in which players form a group with other players and challenge a single mission. This co-op battle mode will be described later.

[0041] The battle game includes a menu phase and a battle phase. The menu phase is a phase for setting the player's profile and selecting the battle mode. The battle phase is a phase in which various game cards (the first type of game element) are registered, units are generated, and battles are conducted using those units.

[0042] In the battle phase of this embodiment, while deploying (placing) the units (troops) registered for each player on a game field with a predetermined area, movement and attack actions are performed (the execution of these actions is accepted by an operation input unit described later), and the game progresses in this way.

[0043] FIG. 4 is a diagram showing an example of a game field in the battle game of this embodiment. In one aspect shown below, in the battle field 30, there are a sortie unit area 31, a first area 32, and a second area 33. The sortie unit area 31 is where units that can sortie (appear) are placed. The first area 32 is the area of the player himself / herself, and bases (game elements) such as the player's own base are placed. The second area 33 is the area of the opponent player, and bases (game elements) such as the opponent player's base are placed. And the player who destroys the opponent player's base (reduces the durability value to 0) as a result of the attack action by any unit becomes the winner of the battle game. Note that the game field is divided into a first zone 34 provided on the left side of the center line facing forward and a second zone 35 provided on the right side of the center line facing forward. In the case of a battle mode where two or more players cooperate to battle against an opponent player, such as the co-battle mode described later, a zone is assigned to each player.

[0044] At the start of the battle game, the information of the units registered by the opponent player is unknown. After the start of the battle game, the player can deploy each of the units registered for himself / herself on the game field at an arbitrary timing. When a unit is deployed on the game field by the opponent player, the player is notified of what game elements (mounted aircraft and pilots) the unit is composed of. By configuring in this way, it is possible to provide the player with the interest of strategically developing the game while identifying the units and actions of the opponent player.

[0045] Subsequently, the features and terms of the game in this embodiment will be described. FIG. 5 is a diagram for explaining the features of the game in this embodiment.

[0046] In the game according to this embodiment, it is possible to present the player's profile information. The player's profile information is a concept that includes not only information identifying the player such as the player's nickname, but also evaluation information of the player received from other players, information such as the player's level, and acquired titles. Details of the profile information will be described later. In this embodiment, an image on which the profile information is described is referred to as a profile card.

[0047] Also, in the game according to this embodiment, in order to give an evaluation to the player of the presented profile card, evaluation means for giving an evaluation is also presented at the same time. The evaluation means is, for example, an evaluation button for evaluating the player. In this embodiment, a screen including the profile card and the evaluation means (evaluation button) is referred to as a profile screen.

[0048] Regarding the presentation of the player's profile screen, the player of the profile screen presented varies depending on the situation.

[0049] First, the difference in the player's profile screen due to the difference in the mode of battle will be described. In this embodiment, there are a normal battle mode in which the first player and the second player battle one-on-one, and a co-op battle mode in which the first player and the third player form a co-op pair and the co-op pair battles the second player. The second player in the normal battle mode includes not only real players but also non-player characters in which the CPU battles instead of the real player. The battle player (second player) in the co-op battle mode is, in principle, a non-player character (for example, a boss character) in which the CPU battles.

[0050] In the case of the normal battle mode, the profile screen presented to the first player is the profile screen of the second player who is the battle opponent, and the profile screen presented to the second player is the profile screen of the first player who is the battle opponent. In addition, when the second player is a non-player character, the profile screen of the non-player character who is the second player may be presented to the first player, but the profile screen is not presented to the non-player character who is the second player.

[0051] In the case of the co-op battle mode, the profile screen presented to the first player is the profile screen of the third player who is the co-op player, and the profile screen presented to the third player is the profile screen of the first player who is the co-op player. In addition, the profile screen is not presented to the non-player character who is the second player.

[0052] Furthermore, in the game of this embodiment, there is a group called a guild. A guild is a group composed of at least one or more players. There is no limit to the number of members (guild members) belonging to the guild, but an upper limit may be set. Only players with a predetermined level or higher can participate (become members) in the guild.

[0053] In principle, there is only one guild that a player can join, and a player cannot belong to multiple guilds simultaneously. The benefit of becoming a member of a guild is that when a mission assigned to the guild is completed, a reward (bonus) is given to the guild, and the members of that guild can obtain the reward (bonus). The mission is, for example, that the total number of game executions of all members of the guild exceeds a predetermined number. When the total number of game executions exceeds the predetermined number, a reward (bonus) is given to the guild. The reward (bonus) may be equally divided among the members belonging to the guild, or may be distributed to each member according to the contribution degree to the achievement of the mission. Also, the reward (bonus) for the members obtained when the mission is completed may be determined in advance.

[0054] The profile screen of each guild member can be viewed by selecting the member to be viewed on the participating guild details screen where the details of the participating guild are displayed.

[0055] In the present embodiment, the above-described player profile screen is presented at least once or more in accordance with the progress of the game. The presentation timing of the profile screen is divided into a timing not based on the player's operation and a timing based on the player's operation. The timing not based on the player's operation is, for example, the timing automatically presented from the game device 1 before the start of a battle after the opposing player is determined, during the battle for random display, and after the display of the battle result after the end of the battle. The timing based on the player's operation is, for example, the timing such as when selecting a guild member on the guild member confirmation screen.

[0056] On the presented profile screen, the player for whom the profile screen is presented can give an evaluation to the player of the profile screen by pressing the evaluation giving button on the profile screen. The given evaluation is accumulated and reflected in the player evaluation information of the profile card. In order to avoid giving evaluations to the same player multiple times, a limit on the number of times, such as once within a predetermined period, may be set for the same player, or a limit on the number of evaluations that can be given within one game may also be set. Also, it is possible to give benefits according to the accumulated evaluations. The benefits are benefits that are advantageous for the progress of the game (for example, items that increase attack power or defense power), benefits for achieving specific missions (for example, missions according to the number of evaluations), and benefits that allow participation in specific battle games (for example, tickets for tournaments).

[0057] <Configuration of Game Device 1> Next, the device for executing the described game will be described.

[0058] FIG. 6 is a front external view of the game device 1 according to an embodiment of the present invention.

[0059] The game device 1 includes a display unit 11 (display 11) on which information necessary for the progress of games such as menus and game fields are displayed, and first game element readers 121 to 125 for registering a first game element (pilot) to appear in a battle game from a game card held by a player, and second game element readers 131 to 135 for registering a second game element (mounted aircraft) to appear in a battle game from a game card held by a player.

[0060] The first game element readers 121 to 125 are readers for reading character information of a pilot, which is a first game element to appear in the game, from a game card. In the game device 1 of the present embodiment, since up to a maximum of five pilots can be registered as game elements to be used, five first game element readers 121 to 125 are installed. The player sets (places) the game card P of the pilot (first game element) to appear in the battle game from the game card held by the player on the first game element readers 121 to 125, whereby the first game element readers 121 to 125 can read identification information and the like of the game card of the pilot (first game element).

[0061] The second game element readers 131 to 135 are readers for reading character information of a mounted aircraft, which is a second game element to appear in the game, from a game card. In the game device 1 of the present embodiment, since up to a maximum of five mounted aircraft can be registered as game elements to be used, five second game element readers 131 to 135 are installed. The player sets (places) the game card M of the mounted aircraft (second game element) to appear in the battle game from the game card held by the player on the second game element readers 131 to 135, whereby the second game element readers 131 to 135 can read identification information and the like of the game card of the mounted aircraft (second game element).

[0062] And a battle game can be started by forming up to five units (troops), which are usage game elements consisting of one registered pilot and one aircraft to be boarded as a set. That is, for the unit (troop), the maximum number of aircraft that can be registered is the same as the maximum number (upper limit) of pilots that can be registered, and it is set to 5.

[0063] Note that, for example, when the player has just started using the game device 1 or when the player does not carry a game card, etc., when the number of game cards from which information can be obtained is less than the maximum number (upper limit) of each of the aircraft to be boarded and the pilots, each of the game elements constituting the unit (troop) does not necessarily have to be registered based on information obtained from the game card. In this case, game elements prepared on the game device 1 side may be additionally registered, and as long as the maximum number of both the aircraft to be boarded and the pilots is registered and five troops are formed. Also, for example, in an aspect where a concept such as cost is introduced during registration, the number of registered units (troops) may be set to a plurality less than the maximum number.

[0064] Also, in this embodiment, it is described that one pilot is associated with one aircraft to be boarded and registered as one unit, but the implementation of the present invention is not limited to this. That is, the game elements constituting one unit may be such that a plurality of pilots are associated with one aircraft to be boarded, or one pilot is associated with a plurality of aircraft to be boarded.

[0065] FIG. 7 is a block diagram showing the functional configuration of the game device 1 according to the embodiment of the present invention.

[0066] The game device 1 includes a processing unit 10, a display unit 11, first game element reading units 121 to 125, second game element reading units 131 to 135, an operation input unit 14, a cost detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18, and a storage unit 19.

[0067] The processing unit 10 comprehensively controls the operation of the game device 1 based on programs and data stored in the storage unit 19, the first game element reading unit 12, the second game element reading unit 13, operation input signals from the operation input unit 14, and the like. The functions of the processing unit 10 can be realized by electronic components such as microprocessors such as CPUs and GPUs, ASICs, and IC memories. Specifically, the control unit 10 controls the operations of each unit by, for example, reading the operation programs of each unit recorded in the recording unit 19, expanding them in the memory, and executing them. The processing unit 10 mainly includes a game element acquisition unit 110, a unit configuration unit 111, a game execution unit 112, a profile card setting unit 113, a profile screen display unit 114, a guild setting unit 115, a matching request unit 116, and an evaluation information providing unit 117. These units will be described later.

[0068] The display unit 11 displays various game screens based on the image signal output from the processing unit 10. The functions of the display unit 11 can be realized by display devices such as flat panel displays such as liquid crystals, projectors, and head-mounted displays. In FIG. 5, the display unit 11 corresponds to the display 11.

[0069] As described above, the first game element reading units 121 to 125 are five first game element reading units that are the upper limit of the number of registered first game elements, and are readers that read the character information of the pilot, which is the first game element to appear in the game, from the game cards held by the player. Reading of the first game element from the game card is possible, for example, by reading a one-dimensional or multi-dimensional code obtained by converting the identification information of the game card or the like printed on the game card. Also, when the identification information of the game card or the like is recorded in a tag or IC chip for near field communication (NFC) included in the game card, it is read from those tags or IC chips. The read information is output to the processing unit 10 together with the reader ID, which is the identification information of the own device (for example, reader ID = 121, etc.).

[0070] As described above, the second game element readers 131 to 135 are five second game element readers which are the upper limit of the number of registered second game elements, and are readers for reading character information of an aircraft, which is a second game element to be introduced into the game from a game card held by a player. Reading of the second game element from the game card is possible, for example, by reading a one-dimensional or multi-dimensional code obtained by converting identification information or the like of the game card printed on the game card or the like. Also, when the identification information or the like of the game card is recorded in a near field communication (NFC) tag or an IC chip included in the game card, it is read from those tags or IC chips. The read information is output to the processing unit 10 together with the reader ID which is the identification information of the own device (for example, reader ID = 131 or the like).

[0071] A unit is composed of the first game elements read by the first game element readers 121 to 125 and the second game elements read by the second game element readers 131 to 135. As described above, one unit is a combination of a pilot which is one first game element and an aircraft which is one second game element. Therefore, the first game element readers 121 to 125 and the second game element readers 131 to 135 are arranged such that at least one side of the first game element readers 121 to 125 which are a set of first game elements and one side of the second game element readers 131 to 135 are adjacent to each other so that the combination of the pilot which is the first game element and the aircraft which is the second game element constituting the unit is easy for the player to identify. For example, the lower side of the first game element reader 121 and the upper side of the second game element reader 131 are adjacent to each other and arranged to be a set vertically. Thereby, it can be easily understood by the player that the pilot of the game card read by the first game element reader 121 and the aircraft of the game card read by the second game element reader 131 form a set and a unit is constituted. The same applies to the combinations of the other first game element readers 122 to 125 and the second game element readers 132 to 135.

[0072] The operation input unit 14 is for the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 10. The functions of the operation input unit 14 can be realized not only by elements directly operated by the player's finger such as a touch panel, a touch operation pad, a home button, a button switch, a joystick, and a trackball, but also by elements for detecting motion and posture such as an acceleration sensor, an angular velocity sensor, an inclination sensor, and a geomagnetic sensor. In this embodiment, the touch operation panel attached to the display unit 11 corresponds to this.

[0073] The cost detection unit 15 detects that a cost has been paid in the game device 1. The payment of the cost can be determined by detecting, for example, that a coin or a corresponding coin of a predetermined amount has been inserted into an insertion slot (not shown) of the game device 1, or the completion of a settlement process based on communication with a chip related to a predetermined electronic money. The game device 1 of this embodiment will be described as starting to provide a service including providing a play experience of a series of games based on the payment of the cost related to the start of service provision. Also, the payment of the cost can be detected even after the start of service provision.

[0074] The user information reading unit 16 acquires information from an article recording a player ID (player identification information) in order to identify the player using the game device 1. In this embodiment, the article recording the player ID is a player card configured in the form of a card. Also, the user information reading unit 16 transmits the read player ID (player identification information) to the server 2 and acquires player information (such as a player name and a player level) necessary for executing the game from the server 2.

[0075] The read player ID may be included in requests and information between the game device 1 and the server 2.

[0076] The sound output unit 17 is a speaker or the like for outputting sound effects related to the game based on the sound signal output from the processing unit 10.

[0077] The communication unit 18 is a communication interface with an external device. The communication unit 18 can be connected to an external device via a communication line N (either wired or wireless) to enable data transmission and reception. For example, the communication unit 18 converts the input information to be transmitted into data in a predetermined format and transmits it to an external device such as the server 2 via the communication line N. Also, the communication unit 18 receives information from an external device via the communication line N, for example.

[0078] The storage unit 19 is a recording device capable of holding data, such as a non-volatile memory or an HDD. The storage unit 19 stores, in addition to the operation programs of each part of the game device 1, information on parameters necessary for the operation of each part, and various graphics data used in the battle game executed by the game device 1.

[0079] In addition, a game element database 190 (game element DB 190) is stored in the storage unit 19. The game element DB 190 is a database that manages information (element information) about each game element that appears in the game. In the game device 1 of this embodiment, during game play, the player places a game card on the first game element readers 121 to 125 and the second game element readers 132 to 135 to obtain information, thereby enabling the game elements associated with the game card to appear in the game. The element information managed for one game element includes, for example, as shown in FIG. 8, type information 192 indicating the type in the game assigned to the game element, associated with an element ID (identification information) 191 that uniquely identifies the game element, drawing information 193 including graphics data used for screen generation when the game element appears in the game, and in addition to the name, attributes, etc. of the game element, parameter information (character information) 194 describing parameters determined for each element level of the game element, and ability information 195 describing activation conditions and effects to be activated. The parameter information 194 and the ability information 195 are information referred to in the game in which the game element appears and are involved in the progress control of the game.

[0080] Further, in the present embodiment, graphics data, parameter information, ability information, etc. are stored in the game element DB 190, and the element information is described as including these data, but the implementation of the present invention is not limited thereto. The element information may include information indicating the storage location of the data of each information.

[0081] Next, the game element acquisition unit 110, the unit configuration unit 111, the game execution unit 112, the profile card setting unit 113, the profile screen display unit 114, the guild setting unit 115, the matching request unit 116, and the evaluation information adding unit 117, which are the main functional units of the processing unit 10, will be described.

[0082] The game element acquisition unit 110 acquires the element ID 191 of the game card read by the first game element reading units 121 to 125 and the second game element reading units 131 to 135. At this time, a reading unit ID for identifying the first game element reading units 121 to 125 and the second game element reading units 131 to 135 that have read the element ID 191 of the game card (hereinafter, the reading unit IDs of the first game element reading units 121 to 125 will be described as 121 to 125, and the reading unit IDs of the second game element reading units 131 to 135 will be described as 131 to 135) is also acquired. The game element acquisition unit 110 acquires the type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the acquired element ID 191 of the game card from the game element DB 190. Then, the game element acquisition unit 110 associates the reading unit ID with the game element ID 191, type information 192, drawing information 193, parameter information 194, and ability information 195, and outputs them to the unit configuration unit 111 and the game execution unit 112. Incidentally, the first game element reading units 121 to 125 and the game element acquisition unit 110 function as the first game element registration means. Also, the second game element reading units 131 to 135 and the game element acquisition unit 110 function as the second game element registration means.

[0083] The unit configuration unit 111 receives a reading unit ID, an element ID 191, type information 192, drawing information 193, and parameter information 194 from the game element acquisition unit 110, and constitutes one unit (unit) from a pilot that is a first game element forming a set and an aircraft to be boarded that is a second game element. The unit configuration unit 111 identifies the first game element and the second game element forming the set from the reading unit ID. In the present embodiment, combinations of reading unit IDs of (reading unit ID: 121, reading unit ID: 131), (reading unit ID: 122, reading unit ID: 132), (reading unit ID: 123, reading unit ID: 133), (reading unit ID: 124, reading unit ID: 134), and (reading unit ID: 125, reading unit ID: 135) correspond to game elements constituting one unit. The unit configuration unit 111 identifies the first game element and the second game element forming the set by identifying the element ID 191 associated with each set of reading unit IDs. Then, the unit configuration unit 111 configures the unit using the type information 192, drawing information 193, parameter information 194, and ability information 195 associated with the element ID 191. The ability of the unit is, for example, the total value of the character information (various parameters) of the pilot that is the first game element constituting the unit and the character information (various parameters) of the aircraft to be boarded that is the second game element. Further, other information associated with the player ID read from the player card by the user information reading unit 16, for example, the player's level, correction parameters of each game element, etc. may be reflected in the ability of the unit. The parameters reflected in these units may be described as initial parameters. Also, the behavior characteristics of the unit are made to depend on at least one of the type (type) of the pilot that is the first game element that is a component or the type (type) of the aircraft to be boarded that is the second game element.

[0084] Furthermore, as an ability of the unit, the unit component 111 can add the abilities possessed by the first game element or the second game element. For example, if the aircraft of the second game element has an ability, the unit configured with the aircraft of the second game element as a component can have the ability of the aircraft of the second game element.

[0085] The game execution unit 112 controls a series of games from the start to the end of the battle game (including the display of game images). When the cost detection unit 15 detects the payment of the cost, the battle game is started. Also, the game execution unit 112 acquires the player ID of the player read from the user information reading unit 16 and transmits it to the game server 2 to acquire various information of the player required for the game.

[0086] When the cost detection unit 15 detects the payment of the cost, the game execution unit 112 displays a main menu for selecting the battle mode, setting the player's profile card, managing the guild, etc. FIG. 9 is a diagram showing an example of the main menu. In the example of FIG. 9, a battle mode selection button for transitioning to the battle mode selection screen, a profile card setting button for transitioning to the setting screen for setting the player's profile card, and a guild management button for transitioning to the management screen for managing the guild are displayed. Note that the battle mode in this embodiment includes a normal battle mode and a co-op battle mode. The normal battle mode is a mode in which the player and the opponent player battle alone respectively. The opponent player is determined by the matching of the game server 2. Note that the opponent player includes not only real players (actual players) but also non-player characters played by the computer. The co-op battle mode is a mode in which players form a co-op pair and the co-op pair battles against non-player characters.

[0087] When the battle mode is selected and the preparations for the battle are complete, the game execution unit 112 arranges the units (troops) configured by the unit configuration unit 111 on the game field. Then, the game execution unit 112 controls the progress of the battle according to the operation inputs made by the player to the units (troops). Also, in the battle, the game execution unit 112 performs calculations of attacks and defenses using various parameters of each unit and base, and determines the battle - possible state and battle - impossible state of the units and bases. Further, the game management unit 112 also displays various production images that can identify the battle - possible state and battle - impossible state of the units, the activation of abilities, and other states.

[0088] Also, the game execution unit 112 performs an operation to increase the attack power during the execution of the battle game according to the number of evaluations obtained by the player.

[0089] When the profile card setting button is selected from the top menu, the profile card setting unit 113 displays a setting screen for profile information and sets the information for each item in a form where the player selects answers to questions. In the present embodiment, the entire image including the profile information with the information for each item set is described as the profile card. In the case of new registration, an initial profile card prepared by the game operation side is displayed, and after selecting the item to be set, the information for the item is determined in a form where the player selects answers to questions. Also, when changing the already - registered profile information, the registered profile card is displayed, and after selecting the item to be changed, the information for the item is determined in a form where the player selects answers to questions.

[0090] FIG. 10 is an example of a profile card in the present embodiment. The profile card 90 includes a pilot image 91, a mounted airframe image 92, a background image 93, evaluation information 94 regarding the player's evaluation, player information 95, guild information 96, battle mode information 97, play time zone information 98, title information 99, and medal information 100.

[0091] The pilot image 91 is an image of a pilot who is a character of the first game element. The pilot image 91 is not limited to the pilot image of the pilot card held by the player, and can also be selected from the pilot images prepared by the game operator. The mounted aircraft image 92 is an image of a mounted aircraft that is a character of the second game element. The mounted aircraft image 92 is not limited to the mounted aircraft image of the mounted aircraft card held by the player, and can also be selected from the mounted aircraft images prepared by the game operator. The background image 93 is the background image of the profile card and can be selected from the background images prepared by the game operator. The evaluation information 94 is the evaluation information (number of evaluations) of other players for the player. The player information 95 is the information of the player, such as the name (nickname, etc.) of the player, the level of the player, the rank of the player, and the number of times the game has been executed (number of plays). Incidentally, the level of the player is a value that increases by accumulating the experience points obtained by the player in conducting battles. The rank of the player is a value that increases by accumulating the points obtained when the player wins a rank match, which is a special battle. The guild information 96 is the information of the guild to which the player belongs. The battle mode information 97 is the battle mode preferred by the player. The battle modes include a normal battle mode and a co-op battle mode, and the player selects the battle mode preferred by the player. The play time zone information 98 is the time when the player mainly plays the game and is set by the player. The title information 99 is the information of the title edited according to the preference of the player. The medal information 100 is the medal obtained by the number of victories in battles and the achievement of a predetermined mission.

[0092] The profile screen display unit 114 displays a profile screen. The profile screen includes a registered profile card (registered profile card) and an evaluation button which is an evaluation granting means. The profile screen display unit 114 displays the profile screen at a predetermined timing according to the progress of the game. The profile card to be displayed is a profile card of another player other than the player, and the other player is a player in a battle opponent, a co-battle player in the co-battle mode, or a player who is a member of the guild to which the player belongs. That is, in the case of the normal battle mode, the profile screen display unit 114 displays the profile card of the battle opponent, in the case of the co-battle mode, it displays the profile card of the co-battle player, and in the case of the guild management screen, it displays the profile card of the player of the selected guild member. Also, the display timing is, for example, before the start of the battle after the battle opponent is determined, random display during the battle, after the display of the battle result after the end of the battle, at the time of member selection in the guild management screen, etc.

[0093] In the case of the normal battle mode and the co-battle mode, when the player's matching is completed, the profile screen display unit 114 acquires the information of the profile card of the matched player from the server 2. Also, for the profile card of the guild member, every time a guild member is selected, the information of the profile card of that member (player) is acquired from the server 2. Then, the profile screen display unit 114 generates a profile screen including the profile card of the battle opponent or co-battle player and the evaluation button at a predetermined display timing, and displays the profile screen.

[0094] In order to avoid unlimited evaluation granting, when acquiring the profile card, the profile screen display unit 114 also receives information on whether evaluation granting is possible or not, and when evaluation granting is not possible, it generates a profile screen with the evaluation button in a non-selectable state. When evaluation granting is not possible, it may be configured to generate a profile screen that does not include the evaluation button.

[0095] The guild setting section 115 controls participation in the guild. First, the guild will be explained. A guild is a group of multiple players. There is no limit to the number of members belonging to the guild, but an upper limit may be set. In principle, there is one leader in the guild. The leader of the guild has the authority to manage the guild. Usually, the leader is the player who created the guild. However, after the guild is created, the leader can be changed. Also, there are two ways for players to join the guild: random join and search-based join. Random join is a method of randomly selecting a guild with available spaces for the number of participants from the registered guilds and joining that guild. Search-based join is a method of specifying guild search conditions (such as guild name, guild ID, guild style, presence or absence of a guild passcode, etc.), presenting guilds that match the search conditions, and determining the guild to join from the presented guilds.

[0096] When guild management is selected from the top menu, the guild setting section 115 displays the guild management screen. Fig. 11 is a diagram showing an example of the guild management screen. On the guild management screen, a guild participation selection button and a participating guild selection button are displayed. When the guild participation selection button is selected, it transitions to a guild participation screen where random join, search-based join, and new guild creation can be selected. Random join is a method of randomly selecting a guild with available spaces for the number of participants from the registered guilds and joining that guild. Search-based join is a method of specifying guild search conditions (such as guild name, guild ID, guild style, presence or absence of a guild passcode, etc.), presenting guilds that match the search conditions, and determining the guild to join from the presented guilds.

[0097] On the one hand, when the participating guild selection button is selected, the participating guild details screen of the participating guild is displayed. The participating guild details screen includes details of the participating guild (name and guild level), a list of participating members, and a withdrawal button. By selecting a player in the list of participating members, the profile screen of that player can be displayed. The withdrawal button is a selection button for withdrawing from the guild, and by selecting this withdrawal button, one can withdraw from that guild.

[0098] In addition, when limiting guild participation to players at a predetermined level or rank or above, the guild setting section 115 determines the level or rank of the player from the player information (player name, player level or rank, etc.) obtained by the user information reading section 16, and may enable the guild management screen to be selectable only when the player is at a predetermined level or rank or above.

[0099] Also, the guild setting section 115 displays rewards (bonuses) obtained according to the progress status and achievement degree of the missions given to the guild, and manages the granting of bonuses to players. FIG. 35 is an example of a screen showing the mission progress status of the guild. The mission progress status screen is displayed by selecting the mission progress status confirmation button on the participating guild details screen. The missions of the guild in this embodiment are such that rewards (bonuses) are given to the players participating (belonging) to the guild based on the total number of game executions of each player participating (belonging) to the guild. The mission progress status screen is a diagram showing the total number of game executions of the players participating (belonging) to the guild and the progress status of obtaining the rewards (bonuses) given according to the number of game executions by means of a gauge. Players participating (belonging) to a guild that has completed a mission can receive the rewards (bonuses) by selecting the reward receipt button.

[0100] The rewards (bonuses) given to players can also be provided in multiple types according to the total number of game executions of each player belonging to the guild. For example, multiple mission completions are provided, and the number of completions of each mission is associated with the total number of game executions. The higher the total number of game executions, the higher the value of the rewards (bonuses) received.

[0101] Also, it is preferable that the rewards (bonuses) obtained by completing the guild missions are of higher value (more advantageous for the progress of the game) than the rewards (bonuses) obtained by the normal battle games (including the co-op battle mode) executed by each player. This is to enhance the value of the guild.

[0102] The matching request unit 116 requests the server 2 to match a player with an opponent player or to match co-op pairs in the normal battle mode and the co-op battle mode. The matching in the normal battle mode is with a real player or a non-player character who will be the opponent player, and the matching is requested with a level difference within a predetermined range so as not to deviate from the level of the player who requests the matching. If a real player who meets the above conditions cannot be matched, instead of the real player, it may be matched with a non-player character that meets the conditions.

[0103] On the other hand, the matching of co-op pairs matches the players who form pairs in the co-op battle mode to set co-op pairs. There are the following methods for setting co-op pairs.

[0104] (1) Set co-op pairs among the players using the game device 1 installed in the same store (in-store co-op pair setting).

[0105] When forming a co-op pair with a friend or the like, it is likely that the game is often played using the game device 1 installed within the same store. Therefore, the game devices 1 installed within the same store are matched to set up a co-op pair. Specifically, when players who want to form a co-op pair press the co-op pair setting button at the same timing, and the server 2 detects this timing, the game device 1 of the co-op player is identified and a co-op pair is set up. Specific operations will be described later.

[0106] (2) Set up a co-op pair with a player and a non-player character prepared on the game device 1 or the game server 2 side (non-player character co-op pair setting).

[0107] Even when playing alone without friends or the like, if a co-op invitation is possible, the game can be enjoyed more. In such a case, it is possible to set up a co-op pair with a non-player character prepared on the game device 1 or the game server 2 side. Specifically, select the button for co-op with the non-player character, and set up a co-op pair between the non-player character prepared by the game device 1 or the game server 2 side and the player. Specific operations will be described later.

[0108] Incidentally, for setting up the co-op pair described later, the co-op pair setting unit 116 stores game device identification information that uniquely identifies the game device 1. FIG. 12 is a diagram showing an example of the game device identification information. The game device identification information in FIG. 12 consists of a 6-digit numerical value. The upper 3 digits identify the store, and the lower 3 digits are numerical values that identify the game device 1 of that store.

[0109] When evaluation information is given to a player by the evaluation giving button on the profile screen, the evaluation information giving unit 117 transmits the evaluation information for the player on that profile screen to the server 2. The evaluation information is, for example, the number of "likes", the number of "Goods", etc. given by other players to the player's play.

[0110] Furthermore, when the rating button on the profile screen is selected, the rating information assigning unit 117 may change the appearance of the rating button before and after its selection in order to let the player recognize that the rating button has been selected. For example, the rating button may be changed in color or moved.

[0111] <Server 2 configuration> Next, the server 2 according to the present embodiment will be described. Fig. 13 is a block diagram showing the functional configuration of the server 2 according to the embodiment of the present invention. The server 2 includes a processing unit 20, a storage unit 21, and a communication unit 22.

[0112] The processing unit 20 is, for example, a CPU, and controls the operation of each block of the server 2. Specifically, the processing unit 20 controls the operation of each block by, for example, reading out the operation program of each block recorded in the recording unit 21, expanding it in memory, and executing it. The processing unit 20 includes, as main functional units, a player information management unit 201, a game execution management unit 202, a profile information management unit 203, a guild management unit 204, a fighting player matching unit 205, a cooperative pair matching unit 206, and an evaluation information management unit 207.

[0113] The player information management unit 201 manages the player information of the players using the player database 211. The player database 211 is a database that manages information (player information) indicating the usage status of the game associated with each player for the game in which the game experience is provided on the game device 1. The player information is information for managing the usage history of game play functions for each player and various game elements that are available for the player. The player information is sequentially updated for the player ID obtained from the player card according to the play results using the player card on the game device 1. It becomes possible to provide game play in a state that reflects the previous game play on the game device 1.

[0114] FIG. 14 is a diagram showing an example of the player database 211. In the player database 211, one player is assigned to one record, and one record includes a field for player ID (identification information), a field for player name, a field for player level, a field for player rank, a field for the number of times the player has played (number of game executions), a field for player progress information, a field for reward information, a field for the guild the player belongs to, a field for evaluation information, a field for the player ID of the player who gives the evaluation, and a field for the player ID of the player who receives the evaluation.

[0115] The field for player ID stores identification information that uniquely identifies the player. The field for player name is a field where the player's nickname or the like is stored. The field for player level is a field where a value that increases by accumulating experience points obtained by the player through battles is stored. The field for player rank is a field where a value that increases by accumulating points obtained by the player winning in a rank match, which is a special battle, is stored. The field for the number of times the player has played (number of game executions) is a field where the number of times the player has executed the game is stored. The field for progress information is a field where progress information indicating at which stage of a predetermined story the player has progressed, battle result information indicating the battle results of the battle game, etc. are stored. The field for reward information is a field where information such as the ID of items obtained by achieving in-game events or guild missions is stored. The field for the guild the player belongs to is a field where the guild ID of the guild the player belongs to is stored. The field for evaluation information is a field where the player's evaluation information is stored. The field for the player ID of the player who gives the evaluation is a field where the player ID of the player who gives the evaluation (the player who gives) is stored. The field for the player ID of the player who receives the evaluation is a field where the player ID of the player who receives the evaluation (the player who receives) is stored.

[0116] When starting the game, the player information management unit 201 receives the player ID from the user information reading unit 16 of the game device 1, reads out the player information from the record of the player ID in the player database 211, and transmits it to the user information reading unit 16 of the game device 1.

[0117] The game execution management unit 202 manages the execution of the entire game, such as the execution of battles conducted on the game device 1 and the rewards obtained from battles.

[0118] The profile information management unit 203 manages the player's profile information using the profile information database 212. FIG. 15 is a diagram showing an example of the profile information database 212.

[0119] One player is assigned to one record in the profile information database 212. One record includes fields for player ID, registration information, pilot image, aircraft image, background image, evaluation information, player information, participating guild information, battle mode, main play time, title information, and medal information.

[0120] The player ID field is the field in which the player ID is described. The registration information field is the field in which the presence or absence of registration of profile information is described. When profile information is registered, "1" is described, and when profile information is not registered, "0" is described. The pilot image field is the field in which the pilot image selected by the player is registered. The boarding aircraft image field is the field in which the boarding aircraft image selected by the player is registered. The background image field is the field in which the background image selected by the player is registered. The evaluation information field is the field in which parameters of evaluation information of other players for the player, such as the number of evaluations, are described. The player information field is the field in which information such as the player's name (nickname, etc.), the player's level, and the player's rank is described. The participating guild information field is the field in which the guild ID (identification number) of the guild in which the player participates is described. The battle mode field is the field in which the favorite battle mode selected by the player is described. The main play time field is the field in which the time selected by the player (the time when the player mainly plays the game) is described. The title information field is the field in which information on the title edited according to the player's preference is described. The medal information field is the field in which the player's medals obtained by the number of victories in battles and the achievement of predetermined missions are described.

[0121] In addition to managing the profile information of the above-mentioned actual players, the profile information management unit 203 stores the registration profile information for non-player characters for which the CPU executes the game. Then, in matching, when a battle player or co-op player cannot be matched with an actual player and the battle player or co-op player becomes a non-player character, the registration profile information for non-player characters is transmitted to the game device 1.

[0122] The guild management department 204 manages the guilds created or participated in by players using the guild database 213. FIG. 16 is a diagram showing an example of the guild database 213. In the guild database 213, one guild is assigned to one record, and one record includes a field for the guild ID, a field for the guild name, a field for the leader player ID of the guild, a field for the participating player IDs, a field for the participation type, a field for the level, a field for the style, a field for the logo information of the guild, a field for the mission information of the guild, and a field for the benefits.

[0123] The field for the guild ID is the field in which the guild ID that identifies the guild is described. The field for the guild name is the field in which the name of the guild is described. The field for the leader player ID of the guild is the field in which the player ID of the guild leader is described. The field for the participating player IDs is the field in which the player IDs of the players participating in the guild are described. The field for the participation type is the field in which the participation format of the guild is described, and the participation formats include free participation and password participation. The field for the level is the field in which the level of the guild is described. The field for the style is the field in which the style of the guild is described, and the style is, for example, casual or strict, etc. The field for the logo information of the guild is the field in which image information such as the logo (icon) of the guild is described. The field for the mission information is the field in which the achievement degree of the mission given to the guild is described. The mission is, for example, that the number of game executions of the players belonging to the guild exceeds a predetermined number, and in the field for the mission, the total number of game executions of each player belonging to the guild is described. The field for the benefits is the field in which the benefits obtained by achieving the mission are described.

[0124] The guild management department 204 responds to the player's guild participation request and performs the following processing according to the type of the participation method.

[0125] (1) Creation of a new guild This is a method for a player to create a new guild and join the created guild. In this case, the guild management unit 204 uses the guild database 213 to determine whether the player belongs to another guild. If the player ID of the player is already registered in the guild database 213, it means that the player belongs to a guild, so in this case, it is impossible to create a new guild. If the player wants to create a new guild, they need to withdraw from the guild they belong to, and the game device 1 is notified of this. If the player ID of the player is not registered in the guild database 213, a new guild can be created. So, the player is allowed to create a guild, a guild ID for the newly created guild is issued, and the guild ID is registered in a new record in the guild database 213.

[0126] (2) Random guild joining This is a method of randomly selecting a guild to join and making the player join (belong to) the selected guild. In this case, the guild management unit 204 randomly selects one guild from the guilds that can be joined among the guilds registered in the guild database 213 and makes the player belong to the selected guild. The guilds that can be joined are guilds with less than the maximum number of members and free - joining guilds without a password. A guild with less than the maximum number of members is a guild corresponding to a record in the guild database 213 where not all fields of the participating player IDs are filled.

[0127] Also, when the guild management unit 204 cannot select a guild that can be joined, it automatically creates a new guild and makes the player belong to that guild.

[0128] (3) Search - based guild joining This is a method where the player sets search conditions (such as the name and style of the guild), the guild management unit 204 presents guilds that match the search conditions, and the player selects a guild to join from among them.

[0129] The guild management unit 204 also calculates the total number of times each player belonging to the guild has played the game, and records this total in the mission field of the guild database 213. The guild management unit 204 also manages the degree of completion (progress) of the missions given to the guild, and also manages the benefits (rewards) given by the game management side according to the degree of completion (progress).

[0130] The match-player matching unit 205 performs a process of matching between players in the normal match-up mode provided in the game system of this embodiment. Through the matching process, a session is established for, for example, two game devices 1 that have transmitted matching requests at the same time among the game devices 1 connected to the server 2, and transitions to a state in which information communication related to the match-up game is possible. In matching between players, the level difference is matched within a predetermined range so that the levels of the players do not diverge. Furthermore, when a real player that meets the above-mentioned conditions cannot be matched, the match-player matching processing unit 205 may match a non-player character that meets the conditions instead of the real player.

[0131] The cooperative pair matching unit 206 matches players together as cooperative pairs. In principle, the cooperative pairs to be matched are real players, but a real player may be matched with a non-player character. The cooperative pair matching unit 206 has a game device identification information database 214 for matching cooperative pairs. The game device identification information database 214 is a database that stores game device identification information of game devices 1 that are installed in a store and are operable. FIG. 17 is a diagram showing an example of the game device identification information database 214. The game device identification information database 214 may be prepared for each store, or may be a single database that lists all the game device identification information. The specific operation of the cooperative pair matching unit 206 will be described later.

[0132] The evaluation information management unit 207 manages the evaluation information of each player. When the evaluation information management unit 207 grants an evaluation to another player (the player to whom the evaluation is granted) by selecting the evaluation information granting button on the profile screen of the player (the granting player), it records the player ID of the other player (the player to whom the evaluation is granted) who granted the evaluation in the field of the player ID of the player to whom the evaluation is granted in the player database 211 of the player (the granting player). In addition, it records evaluation information (for example, +1 increase) in the evaluation information field of the player database 211 of the other player (the player to whom the evaluation is granted) who received the evaluation. Furthermore, it records the player ID of the player who granted the evaluation in the field of the granting player ID in the player database 211 of the other player (the player to whom the evaluation is granted).

[0133] The evaluation information management unit 207 manages the player IDs recorded in the field of the player ID of the player to whom the evaluation is granted in the player database 211 of each player every predetermined period, for example, every day (00:00 to 23:59), and deletes those player IDs after the elapse of the predetermined period. Then, when the evaluation information management unit 207 receives a request from the profile information management unit 203, it determines whether the player ID of the matching partner or browsing partner of the player is not recorded in the field of the player ID of the player to whom the evaluation is granted, and if it is recorded, it notifies the profile information management unit 203 of the information indicating that evaluation cannot be granted. This is to prevent players from being granted evaluations without limit within a predetermined period.

[0134] In addition, the evaluation information management unit 207 updates (deletes the player ID) the field of the player ID of the player to whom the evaluation is granted in the player database 211 every predetermined period. As a result, after the elapse of the predetermined period, it is possible to grant an evaluation to the player whose player ID is recorded in the field of the player ID of the player to whom the evaluation is granted.

[0135] The recording unit 21 is a recording device capable of retaining data, such as a non-volatile memory or an HDD. The recording unit 21 stores information such as parameters necessary for the operation of each block, in addition to the operation programs of each block possessed by the server 2. Further, the recording unit 21 stores a player database 211, a profile information database 212, a guild database 213, and a game device identification information database 214.

[0136] The communication unit 22 is a communication interface with an external device. The communication unit 22 can be connected to an external device via a communication line N (whether wired or wireless) and enable data transmission and reception. The communication unit 22, for example, converts information input as a transmission target into data in a predetermined format and transmits it to an external device such as the game device 1 via the communication line N. Also, the communication unit 22 receives information from an external device via the communication line N, for example.

[0137] Next, the operation in the present embodiment will be described.

[0138] <Explanation of the operation of setting the profile card> The operation of setting the profile card will be described. FIG. 18 is a sequence diagram between the game device 1 and the server 2 for setting the profile card. FIG. 19 is a flowchart of the operation of the profile card setting unit 113 in setting the profile card.

[0139] First, the profile card setting unit 113 determines whether the setting of the profile card is selected on the menu screen of FIG. 9 (Step 100). When the setting of the profile card is selected (Step 101), the profile card setting unit 113 transmits the player ID to the server 2 and requests a determination of the presence or absence of registration of the profile card (Step 1, Step 102).

[0140] The profile information management unit 203 of server 2 receives the player ID and determines whether there is a registration in the field of the registration information of the player ID in the profile information database 212. The determination of whether the profile card is registered is made based on the flag in the field of the registration information of the player ID of the player who sets the profile card in the player database. If the flag "1" is recorded in the field of the registration information, the profile card has been registered. If the flag "0" is recorded, the profile card is not registered. Then, the profile information management unit 203 of server 2 transmits the registration result to the game device 1. In addition, when the profile card has been registered, the information of each field of the record is read out and transmitted to the game device 1 as profile information (Step 2).

[0141] The profile card setting unit 113 determines whether the player's profile card has been registered (Step 103). When the determination result from server 2 indicates that the profile card has been registered (Step 103), the profile card setting unit 113 receives the profile information (Step 104) and displays the registered profile card (Step 105).

[0142] On the other hand, when the profile card is not registered (Step 103), the profile card setting unit 113 reads out the base profile card that is the basis of the profile card from the storage unit 21 (Step 110) and displays the base profile card that is the basis of the profile card (Step 111).

[0143] The player completes the profile card while inputting each item of the displayed registered profile card or base profile card (Step 106).

[0144] Figure 20 is an example of a profile card setting screen. As shown in Figure 20, when the profile card is not registered, the base profile card is displayed for the profile card 90, and when the profile card is registered, the registered profile card is displayed. Note that the evaluation information 94, player information 95, and guild information 96 are transmitted from the server 2 based on the player ID by each database and automatically set. At the bottom of the profile card 90, buttons for pilot, boarding aircraft, background, mode, main time, title, and badge are arranged, and by selecting a button, it is possible to set the information of that item. The setting of the item is performed in the form of a question, and the input of information is completed by selecting an answer to it.

[0145] The profile card setting unit 113 determines the completion of the input process of the profile card (Step 107). When the input process of the profile card is completed, the profile card setting unit 113 transmits the profile card information to the server 2 (Step 109).

[0146] The profile information management unit 203 of the server 2 receives the profile information and updates the profile information database 212 of the player ID (Step 4).

[0147] Through the above processing, the setting process of the profile card is completed.

[0148] <Explanation of the operation of the display of the profile screen> The operation of the profile screen display unit 114 will be explained. Figure 21 is a sequence diagram between the game device 1 for setting the profile card and the server 2. Figure 22 is an operation flowchart of the profile screen display process of the profile screen display unit 114.

[0149] First, when the profile information management unit 203 of the server 2 determines the opponent player or co-op pair player through matching processing, it reads the evaluation information of the record of the player ID of the opponent player or co-op player from the player database 211, and reads the profile information of the record of the player ID of the opponent player or co-op player from the profile information database 212. In addition, the profile information management unit 203 inquires the evaluation information management unit 207 about the information on whether it is possible to assign an evaluation.

[0150] In response to the request from the profile information management unit 203, the evaluation information management unit 207 determines whether the player ID of the matching partner or browsing partner player is described in the field of the player ID to which the player is assigned. If it is not described, it notifies the profile information management unit 203 that it is possible to assign an evaluation. If it is described, it notifies the profile information management unit 203 that it is not possible to assign an evaluation.

[0151] Then, the profile information management unit 203 transmits the profile information, evaluation information, and information on whether it is possible to assign an evaluation of the opponent player or co-op player to the game device 1 (Step 10).

[0152] The profile screen display unit 114 determines the display timing of the registered profile card (Step 200). Currently, when the guild management screen is not displayed (Step 201), the profile screen display unit 114 determines whether it is the display timing of the result screen (match result screen) (Step 202).

[0153] Currently, when the result screen (match result screen) is displayed (Step 202), the profile screen display unit 114 determines whether the match is in the normal match or co-op match mode (Step 203).

[0154] When the battle is in the co-op battle mode and the yes / no information allows for evaluation assignment, the profile screen display unit 114 generates a profile card from the received profile information and evaluation information of the co-op player, and generates a profile screen including the profile card and an evaluation assignment button (Step 204). Then, the profile screen display unit 114 displays the profile screen (Step 205). FIG. 23 is a diagram showing an example of a profile screen of a co-op player including selectable evaluation assignment buttons.

[0155] On the other hand, when the battle is in the co-op battle mode and the yes / no information does not allow for evaluation assignment, the profile screen display unit 114 generates a profile card from the received profile information and evaluation information of the co-op player, and generates a profile screen including the profile card and a non-selectable evaluation assignment button (Step 204). Then, the profile screen display unit 114 displays the profile screen of the co-op player (Step 205).

[0156] When the battle is in the normal battle mode and the yes / no information allows for evaluation assignment, the profile screen display unit 114 generates a profile card from the received profile information and evaluation information of the battle player, and generates a profile screen including the profile card and an evaluation assignment button (Step 206). Then, the profile screen display unit 114 displays the profile screen of the battle player (Step 207).

[0157] On the other hand, when the battle is in the normal battle mode and the yes / no information does not allow for evaluation assignment, the profile screen display unit 114 generates a profile card from the received profile information and evaluation information of the battle player, and generates a profile screen including the profile card and a non-selectable evaluation assignment button (Step 206). Then, the profile screen display unit 114 displays the profile screen of the battle player (Step 207).

[0158] Also, when the result screen (battle result screen) is not currently being displayed (Step 202), the profile screen display unit 114 conducts a lottery for the display timing (Step 213). If selected (Step 214), the profile screen display unit 114 proceeds to Step 203 and performs the above-described processing. On the other hand, if not selected (Step 214), the profile screen display unit 114 proceeds to Step 200 and performs the above-described processing.

[0159] Also, when the guild management screen is currently being displayed (Step 201), the profile screen display unit 114 determines whether a guild player has been selected (Step 208). If no guild player is selected and the player exits the guild screen, the profile screen display unit 114 returns to the determination of the display timing (Step 212).

[0160] When a guild member is selected, the profile screen display unit 114 requests the profile information and evaluation information of the selected guild member from the server 2 (Steps 13, 209).

[0161] The profile information management unit 203 of the server 2 receives the request for the profile card of the guild member, and reads out each piece of information (profile information) from the record of the player ID of the guild member from the profile information database 212. Also, the profile information management unit 203 of the server 2 receives the request for the evaluation information of the guild member, and reads out the evaluation information from the record of the player ID of the guild member from the player database 211. Further, the profile information management unit 203 inquires of the evaluation information management unit 207 about the information on whether evaluation can be given.

[0162] The evaluation information management unit 207 responds to the request from the profile information management unit 203, checks the field of the player ID for which evaluation is given of the player, determines whether the player ID of the selected guild member is not described, and if not described, notifies the profile information management unit 203 that evaluation can be given, and if described, notifies the profile information management unit 203 that evaluation cannot be given.

[0163] The profile information management unit 203 transmits the profile information, evaluation information, and information on whether evaluation can be given of the guild members to the game device 1 (Step 14).

[0164] The profile screen display unit 114 acquires the profile information, evaluation information, and information on whether evaluation can be given of the guild members (Step 210). Then, when the information on whether evaluation can be given indicates that evaluation can be given, the profile screen display unit 114 generates a profile card including the profile information and evaluation information of the guild member, and generates and displays a profile screen including the profile card and an evaluation giving button (Step 211). FIG. 24 is a diagram showing an example of the profile screen on the guild details screen.

[0165] On the other hand, when the information on whether evaluation can be given indicates that evaluation cannot be given, the profile screen display unit 114 generates a profile card including the profile information and evaluation information of the guild member, and generates and displays a profile screen including the profile card and an evaluation giving button that cannot be selected (Step 211).

[0166] In addition, when the opponent player or co-op player is a non-player character, the following operations are performed.

[0167] The profile information management unit 203 of the server 2 transmits the profile information of the non-player character and that evaluation can be given to the game device 1. The profile screen display unit 114 performs the above-described operations based on the received profile information of the non-player character and that evaluation can be given. However, the non-player character side does not display the profile screen.

[0168] Through the above processing, the display processing of the profile screen is completed.

[0169] <Explanation of the operation of joining a guild> The operation of guild participation will be described. FIG. 25 is an operation flowchart of the guild participation process of the game device 1. FIG. 26 is an operation flowchart of the guild participation process of the server 2.

[0170] The guild setting unit 115 of the game device 1 determines the player's level, and if the player's level is equal to or higher than a predetermined level, it displays a guild management screen (Step 300). When guild participation is selected, as shown in FIG. 11, it displays a guild participation screen and determines the participation method (Step 301). When creating a new guild is selected (Step 302), the guild setting unit 115 sends a qualification determination request for creating a new guild including the player ID of the player to the server 2 (Step 303).

[0171] The guild management unit 204 of the server 2 receives the request and determines whether there is a guild participation qualification (Step 351). The determination of the guild participation qualification is to determine whether the received player ID is not registered in the guild database 213. If the received player ID is registered (Step 351), since the player is already participating in another guild, an error indicating that there is no guild participation qualification (including creating a new guild) is sent to the game device 1 (Step 365). On the other hand, when the received player ID is not registered, the guild management unit 204 determines the guild participation method (Step 352).

[0172] When the guild participation method is creating a new guild, the guild management unit 204 sends a message to the game device 1 indicating that creating a new guild is possible (Step 354).

[0173] When the guild setting unit 115 of the game device 1 determines that a new guild can be created as a result of the eligibility determination (Step 304), it displays a new guild setting screen and allows the input of guild information (Step 305). Furthermore, the guild setting unit 115 sets the participation format (free participation, password system) of the guild specified by the user (Step 306). The guild setting unit 115 determines the completion of the input of guild information (Step 307). When the input of guild information is completed, the guild setting unit 115 transmits the new guild information and the player ID to the server 2 (Step 308).

[0174] The guild management unit 204 of the server 2 receives the new guild information and the player ID (Step 355), creates a new record in the guild database 213, assigns a unique guild ID to the guild ID field of the record, and registers the player ID of the player who newly created the guild in the leader player field (Step 356). When the new registration of the guild is completed, the guild management unit 204 of the server 2 transmits a new registration completion notification to the game device 1 (Step 357).

[0175] When the guild setting unit 115 of the game device 1 receives the new registration completion notification (Step 309), it displays the participating guild details screen of the newly registered guild (Step 310).

[0176] When random participation is selected on the guild participation screen (Step 311), the guild setting unit 115 transmits a random participation request to the server 2 (Step 312).

[0177] When the guild management unit 204 of the server 2 receives the random participation request, it randomly selects one guild from the guilds that can be participated in from the guild database 213 (Step 359).

[0178] If there is a guild that the player can join (Step 360), the guild management unit 204 of Server 2 registers the player ID of the player in the participating player field of the record of the participating guild in the guild database 213 (Step 361). When the registration to the guild is completed, the guild management unit 204 of Server 2 sends a registration completion notification to the game device 1 (Step 357).

[0179] On the other hand, if there is no guild that the player can join (Step 360), the guild management unit 204 of Server 2 sends a message to the game device 1 indicating that there is no guild that the player can join and that it is possible to create a new guild (Step 354).

[0180] When there is no guild that the player can join and it is possible to create a new guild (Step 304), the guild setting unit 115 of the game device 1 displays a new guild setting screen and allows the player to input guild information (Step 305). Further, the guild setting unit 115 sets the participation format (free participation, password system) of the guild specified by the user (Step 306). The guild setting unit 115 determines whether the input of the guild information is completed (Step 307). When the input of the guild information is completed, the guild setting unit 115 sends the new guild information and the player ID to Server 2 (Step 308).

[0181] On the other hand, when search participation is selected on the guild participation screen (Step 311), the guild setting unit 115 displays a search screen (Step 315). When the input of the search conditions is completed, the guild setting unit 115 sends the search conditions to Server 2 (Step 316).

[0182] The guild management unit 204 of Server 2 searches the guild database 213 for guilds that match the search conditions (Step 362). Then, the guild management unit 204 sends the participating candidate guild information (including the guild ID) that matches the search conditions to the game device 1 (Step 363).

[0183] The guild setting section 115 of the game device 1 receives the candidate guild information of the guilds that meet the search conditions (Step 317) and displays the candidate guild information (Step 318). The player selects the guild to join (Step 319) and enters the password if necessary (Step 320). When the user's selection is completed, the guild setting section 115 displays the participation approval screen of the selected candidate guild (Step 321). Then, the guild setting section 115 determines the participation approval (Step 322). When the participation approval is granted (Step 323), the guild setting section 115 sends the participation approval, the participating guild ID, and the player ID to the server 2 (Step 324).

[0184] When the guild management section 204 of the server 2 receives the participation approval, the participating guild ID, and the player ID (Step 364), it registers the player ID of the player in the field of the participating players in the record of the participating guild in the guild database 213 (Step 361). When the registration to the guild is completed, the guild management section 204 of the server 2 sends a registration completion notification to the game device 1 (Step 357).

[0185] When the guild setting section 115 of the game device 1 receives the registration completion notification (Step 309), it displays the detailed screen of the participating guild of the joined guild (Step 310).

[0186] Through the above processing, the processing of the guild participation operation is completed.

[0187] <Explanation of the guild withdrawal operation> The guild withdrawal operation will be explained. FIG. 27 is an operation flowchart of the guild withdrawal process of the game device 1. FIG. 28 is an operation flowchart of the guild withdrawal process of the server 2.

[0188] When the participating guild is selected from the guild management screen by the guild setting section 115 of the game device 1, as shown in FIG. 11, it displays the detailed screen of the participating guild (Step 380) and determines the selection of the withdrawal button of the participating guild (Step 381).

[0189] When the "withdraw from guild" button is selected (Step 383), the guild management section 115 displays a "withdrawal approval" button (Step 384).

[0190] When the withdrawal approval button is pressed and the withdrawal is approved (Step 385), the guild management unit 115 transmits a withdrawal request to the participating guild to the server 2 (Step 386). The withdrawal request includes the guild ID and the player ID.

[0191] The guild management unit 204 of the server 2 determines whether a withdrawal request has been received (Step 390). If a withdrawal request has been received, the guild management unit 204 deletes the player's player ID from the participating player field of the participating guild's record in the guild database 213 (Step 392). When the guild management unit 204 of the server 2 has completed updating the guild database 213, it transmits a withdrawal completion notification to the game device 1 (Step 393).

[0192] The guild management unit 115 receives the withdrawal completion notification (Step 387) and displays the guild management screen (Step 388).

[0193] With the above processing, the process of leaving the guild is completed.

[0194] The guild management unit 204 can not only allow players to voluntarily withdraw from the guild, but also force players to withdraw from the guild. For example, a player who has not played a game for a predetermined period of time can be automatically withdrawn from the guild. In this case, the player database 211 can be used to search for players who have not played a game for a predetermined period of time, and the player ID of the player can be deleted from the participating guilds in each database.

[0195] <Explanation of how opponent players are matched> The operation of matching the opponent players will now be described with reference to the flowchart of FIG.

[0196] The matching request unit 116 displays a selection screen for the battle mode and determines the battle mode (Step 400). FIG. 30 is a diagram for explaining a series of operations for the selection of the battle mode. In the example of the selection screen in FIG. 30, buttons are displayed so that the normal battle mode and the co-op battle mode can be selected as the battle modes (FIG. 30(a)). And when the player selects the co-op battle mode, buttons are displayed so that the in-store co-op pair setting and the non-player character co-op pair setting can be selected (FIG. 30(b)).

[0197] When the player does not select the co-op battle mode (in-store co-op pair setting and non-player character co-op pair setting) (Step 401), that is, when the normal battle mode is selected, a matching request for the battle player is sent to the server 2 (Step 411).

[0198] On the other hand, when the player selects the co-op battle mode (in-store co-op pair setting and non-player character co-op pair setting) (Step 401), a determination of the selection of the co-op mode is made (Step 402). When the in-store co-op pair is selected (Step 402), the matching request unit 116 displays a search start screen (Step 403). An example of the search start screen is FIG. 30(c). When forming an in-store co-op pair among players, the players press the search start button at the same timing. On the other hand, when a non-player character is selected as the co-op pair, a matching request for the co-op pair is sent to the server 2 (Step 410). The matching request includes the game device identification information (game device ID) and the player ID obtained from the player card.

[0199] The matching request unit 116 determines whether the search start button is pressed (Step 404). When the search start button is pressed (Step 405), the matching request unit 116 sends a matching request for the co-op pair to the server 2 (Step 406). The matching request includes the game device identification information (game device ID), the player ID obtained from the player card, and the time information at the time of pressing.

[0200] Here, the co-op pair matching process performed by the server 2 will be described. FIG. 31 is a sequence diagram between the game device 1 and the server 2.

[0201] First, when players in a store who want to form a co-op pair press the search start button at the same timing, a matching request is sent from each player's game device 1 (Steps 500, 501). The matching request includes game device identification information (game device ID), player ID obtained from the player card, and time information at the time of pressing.

[0202] The server 2 that has received the matching request performs co-op pair matching processing (Step 502).

[0203] FIG. 32 is a flowchart of the co-op pair matching process performed by the server 2.

[0204] The co-op pair matching processing unit 206 of the server 2 receives the matching request (Step 600).

[0205] The co-op pair matching processing unit 206 identifies the matching requests transmitted from the game device 1 installed within the same store from among the numerical values for identifying the store included in the matching requests (Step 601). When there are matching requests transmitted from the game device 1 installed within the same store (Step 602), the co-op pair matching processing unit 206 determines the difference in the time information of those matching requests (Step 603). When there is a pair of matching requests whose difference in the time information of the matching requests is within a predetermined time (for example, within 1 second) (Step 604), the co-op pair matching processing unit 206 identifies the player IDs of the game devices 1 that transmitted the matching requests of that pair, and sets the players with those player IDs as co-op pairs (Step 605). Then, the co-op pair matching processing unit 206 transmits co-op player information to the game device 1 that made the matching request (Step 606). The co-op player information includes the player name specified from the player ID, obtained from the player database 211 of the player.

[0206] On the other hand, when there is one matching request from the game device 1 installed within the same store (Step 602), or even if it is a matching request from the same store, but the difference in the time information of the matching request is not within the predetermined time (Step 604), the co-op pair matching processing unit 206 sets a non-player character as the co-op pair for the player of the game device 1 that made the matching request (Step 607). Then, the co-op pair matching processing unit 206 transmits co-op player information to the game device 1 that made the matching request (Step 606). The co-op player information includes the player name of a predetermined non-player character.

[0207] When receiving a matching request with a non-player character as a co-op partner, similar to Step 607, for the player of the game device 1 that made the matching request, set a non-player character as the co-op partner, and send non-player character co-op player information to the game device 1 that made the matching request. The co-op player information includes the player names of pre-determined non-player characters.

[0208] Thus, the description of the co-op partner matching process performed by the server 2 ends.

[0209] The matching request unit 116 of the game device 1 receives co-op player information (Step 407). The matching request unit 116 uses the received co-op player information to display the co-op player information (Step 408). For example, display examples of the co-op player information are shown in FIGS. 30(d) and (e). In addition, when the matching request unit 116 makes a matching request with a non-player character as a co-op partner, it displays the information of the non-player character as the co-op player information. Then, the matching request unit 116 sets the player and the player of the received co-op player information as a co-op partner (Step 409).

[0210] On the other hand, in the case of the normal battle mode, information of the battle players (including non-player characters) is received, and the battle players are set (Step 412).

[0211] Through the above processing, the processing of the matching operation is completed.

[0212] The player executes a battle game with the matched battle player, or forms a pair with the matched co-op player and battles against the battle player (non-player character).

[0213] During the battle with an opponent player, the attack power can be increased using the given evaluation information. The increase in attack power can also be proportional to the number of evaluations used. FIG. 40 is a diagram for explaining the increase in attack power based on evaluation information during the battle. According to FIG. 40, by selecting the evaluation boost button during the battle, the player's attack power can be increased (boosted) according to the player's number of evaluations.

[0214] <Explanation of the operation of granting evaluation information> The operation of granting evaluation information will be explained. FIG. 33 is a flowchart of the operation of granting evaluation information in the game device 1. FIG. 34 is a flowchart of the operation of granting evaluation information in the server 2.

[0215] When the profile screen is displayed by the profile screen display unit 114 (Step 700), the evaluation information granting unit 117 determines whether the evaluation granting button has been pressed (Step 701). When the evaluation granting button is pressed (Step 702), the evaluation information granting unit 117 changes the form of the evaluation granting button to let the player recognize that it has been selected, and transmits the evaluation information granting to the server 2 (Step 703). The evaluation information granting includes the player ID of the player on the displayed profile screen. When the display of the profile screen ends (Step 703), the evaluation information granting unit 117 ends the process.

[0216] The evaluation information management unit 207 of the server 2 determines whether the evaluation information granting has been received (Step 710). If the evaluation information granting has been received (Step 711), it determines the player to whom the evaluation has been granted (Step 712).

[0217] When the player who has been given an evaluation is a non-player character (Step 713), the evaluation information management unit 207 gives an evaluation to the player who gave the evaluation (the giving player) (Step 714). That is, the field of the evaluation information in the player database 211 for the player ID of the giving player is updated (increased by +1). For the giving player who evaluated the non-player character, an evaluation is always given as a response.

[0218] On the other hand, when the player who has been given an evaluation is an actual player (Step 713), the evaluation information management unit 207 updates (increases by +1) the field of the evaluation information in the player database 211 of the player who has been given the evaluation (the given player) (Step 715). The player ID of the giving player is described in the field of the given player ID of the given player (Step 716). Further, the player ID of the player who has been given the evaluation is described in the field of the given player ID in the player database 211 of the player who gave the evaluation (Step 717).

[0219] Through the above processing, the processing of the operation of giving evaluation information is completed.

[0220] <Explanation of the notification operation of giving evaluation information> The notification operation of giving evaluation information will be explained. FIG. 37 is a sequence diagram of the notification of giving evaluation information between the game device 1 and the server 2. FIG. 38 is an operation flowchart of the notification process of giving evaluation information of the server 2.

[0221] First, when the game starts, the game execution unit 112 of the game device 1 transmits the player ID read from the card on which the player ID is recorded to the server 2 (Step 30).

[0222] When the evaluation information management unit 207 of the server 2 receives the player ID (Step 900), it determines whether the player ID is described in the giving player ID field of the player database 211 of the received player ID (Step 901).

[0223] When a player ID is described in the assigned player ID field (Step 902), the profile information of the player ID is read out and transmitted to the game device 1 (Step 903). Then, the evaluation information management unit 207 deletes the player ID in the assigned player ID field (Step 904).

[0224] When the game execution unit 112 of the game device 1 receives the profile information of the assigned player ID, it displays a profile screen including the profile information of the player and displays that an evaluation has been given to the player from that player (Step 32). FIG. 39 is a diagram showing an example of notification of the assignment of evaluation information.

[0225] Through the above processing, the processing of the notification operation for the assignment of evaluation information is completed.

[0226] <Explanation of Guild Mission Management Operation> The guild mission management operation will be explained. FIG. 36 is a flowchart of the guild mission management operation of the server 2. In the following explanation, a case where missions are given for each season and the total number of game executions of the player is reset for each season will be explained. Also, the number of game executions is counted every time a battle game is executed without distinguishing between the normal battle mode and the co-op battle mode.

[0227] The guild management unit 204 of the server 2 determines the start of a season (Step 800). When the season starts (Step 801), the guild management unit 204 resets the number of game executions (calculated value) in the mission information field of the guild database 213 to zero (Step 802).

[0228] The guild management section 204 of server 2 determines the end of the game (Step 803). If the game has ended (Step 804), it searches for the guild to which the player who played the game belongs based on the player ID, and determines whether the number of game executions in the mission information field of that guild has reached the upper limit value (Step 805).

[0229] If the number of game executions in the mission information field of that guild has reached the upper limit value, the process ends. If the number of game executions in the mission information field of that guild has not reached the upper limit value, the guild management section 204 increases the number of game executions in the mission information field of that guild by 1 (Step 806).

[0230] Subsequently, the guild management section 204 determines whether the mission has been completed based on the total number of game executions in the mission information (Step 807). If the mission has been completed (Step 808), the guild management section 204 describes a reward (privilege) in the privilege field of the guild (Step 809). That is, a privilege is granted to the guild.

[0231] Through the above processing, the operation of managing the missions of each guild is completed.

[0232] Each player belonging to the guild can confirm the progress of the mission from the mission progress status confirmation screen as shown in FIG. 35, and can receive a reward if the mission is completed. The reward (privilege) is, in principle, the same reward (privilege) for each player.

[0233] In the embodiment of the present invention, since the profile information (profile card) of other players other than the player is displayed at least once or more during the game, it can lead to an interest in other players and strengthen the community. Furthermore, since the player can appeal the play results of the game, it leads to an improvement in the motivation of game play.

[0234] In addition, in this embodiment, along with the display of profile information (profile card), evaluation means (evaluation button) for giving an evaluation is also displayed. Therefore, a reaction cycle is generated by a simple expression of gratitude, and by feeling that the player is interested, it leads to an improvement in the motivation of the player's game play. Furthermore, since the player can obtain a privilege from the received evaluation, the player will perform the play to be evaluated.

[0235] In addition, in this embodiment, a group composed of a plurality of players can be created, and the player can feel a connection with other players by participating in the group. There are also various ways to join a guild. In particular, when it is not possible to join randomly, a guild is automatically created, so that the situation where the player cannot join the guild can be avoided. Furthermore, missions are given to the guild, and by achieving those missions, the players belonging to the guild can obtain rewards (privileges). Therefore, a more interesting game can be provided to the players. Also, within the guild members, profile information (profile card) can be confirmed and evaluations can be given, so that the bond between the guild members can be deepened.

[0236] Some or all of the above embodiments are also described as follows in the appended notes, but are not limited thereto.

[0237] [Appended Note 1] A computer is functioned as group management means for managing a group composed of at least one or more players and determining whether a player can participate in the group, group creation means for enabling the creation of a new group on the condition that the player cannot participate in the group and making the player belong to the created new group, and a program.

[0238] [Appended Note 2] The group management means presents available groups on the condition that a player can participate in a group. The program according to Appendix 1.

[0239] [Appendix 3] The group management means includes first group selection means for randomly selecting and presenting a group, and second group selection means for selecting and presenting a group that matches the search conditions of a player. The program according to Appendix 1 or Appendix 2.

[0240] [Appendix 4] The group creation means enables the creation of a new group on the condition that the first group selection means cannot present available groups, and assigns a player to the created new group. The program according to any one of Appendices 1 to 3.

[0241] [Appendix 5] The group generation means automatically creates a new group on the condition that no new group has been generated within a predetermined time, and assigns a player to the created new group. The program according to any one of Appendices 1 to 4.

[0242] [Appendix 6] The group generation means enables the player who created a new group to set the group name of the group. The program according to any one of Appendices 1 to 5.

[0243] [Appendix 7] The group management means determines that a player can participate in a group on the condition that the player does not belong to any group. The program according to any one of Appendices 1 to 6.

[0244] [Appendix 8] The group management means controls to enable participation in a group or creation of a new group on the condition that the player's level exceeds a predetermined value. The program according to any one of Appendices 1 to 7.

[0245] [Appendix 9] The group management means is based on the condition that the player's level exceeds a predetermined value. Enables the presentation of a group by the first group selection means or the second group selection means. The program according to any one of Appendices 1 to 8.

[0246] [Appendix 10] The group management means removes a player who has not played the game for a predetermined period from the group to which the player belongs. The program according to any one of Appendices 1 to 9.

[0247] [Appendix 11] The group management means removes a player from the group to which the player belongs upon the player's withdrawal request. The program according to any one of Appendices 1 to 10.

[0248] [Appendix 12] A computer Game execution means for executing a battle game between players Reward granting means for granting a first reward to the group to which a player belongs according to the result of the battle game The program according to any one of Appendices 1 to 11, which functions as such.

[0249] [Appendix 13] The reward granting means grants a second reward to the player according to the contribution degree of the reward granted to the group to which the player belongs. The program according to any one of Appendices 1 to 12.

[0250] [Appendix 14] Group management means for managing a group composed of at least one or more players and determining whether a player can participate in the group, Group creation means for enabling the creation of a new group on the condition that a player cannot participate in the group and causing the player to belong to the created new group, A game management device comprising the above.

[0251] [Appendix 15] A computer, Participating group presentation means for presenting a group in which a player can participate among a plurality of groups composed of at least one or more players, Group creation means for enabling the creation of a new group on the condition that a player cannot participate in the group and causing the player to belong to the created new group, A program for functioning as the above.

[0252] [Appendix 16] The group presentation means includes first group selection means for randomly selecting and presenting a group and second group selection means for selecting and presenting a group that matches the search conditions of a player. The program according to Appendix 15.

[0253] [Appendix 17] The group creation means enables the creation of a new group on the condition that the first group selection means cannot present a group in which a player can participate, and causes the player to belong to the created new group. The program according to Appendix 15 or Appendix 16.

[0254] [Appendix 18] The group generation means automatically creates a new group on the condition that a new group has not been generated within a predetermined time, and causes the player to belong to the created new group. The program according to any one of Appendices 15 to 17.

[0255] [Appendix 19] The group presentation means presents groups that the player can join, on the condition that the player does not belong to any group. The program described in any one of Appendices 15 to 18.

[0256] [Appendix 20] The group presentation means presents groups that the player can join, on the condition that the player's level exceeds a predetermined value. The program described in any one of Appendices 15 to 19.

[0257] [Appendix 21] Function the computer as a withdrawal request means for requesting withdrawal from the group to which the player belongs. The program described in any one of Appendices 15 to 20.

[0258] [Appendix 22] A participating group presentation means for presenting groups that the player can join among a plurality of groups composed of at least one or more players, and A group creation means for enabling the creation of a new group on the condition that the player cannot join a group, and causing the player to belong to the created new group. A game device comprising the above.

Explanation of Signs

[0259] 1 Game device 2 Server 10 Processing unit 11 Display unit 14 Operation input unit 15 Cost detection unit 16 User information reading unit 17 Sound output unit 18 Communication unit 19 Storage unit 20 Processing unit 21 Recording unit 110 Game element acquisition unit 111 Unit configuration unit 112 Game execution unit 113 Profile Card Settings 114 Profile screen display section 115 Guild Settings 116 Matching request section 117 Evaluation information assignment unit 201 Player Information Management Department 202 Game Execution Management Department 203 Profile Information Management Department 204 Guild Management Department 205 Player Matching Department 206 Team Pair Matching Club 207 Evaluation Information Management Department

Claims

1. A program that causes a computer to function as: group management means for managing a group composed of at least one or more players and determining whether a player can participate in the group; group creation means for enabling the creation of a new group on the condition that a player cannot participate in a group and causing the player to belong to the created new group.

2. The program according to claim 1, wherein the group management means presents an available group on the condition that a player can participate in the group.

3. The program according to claim 2, wherein the group management means includes first group selection means for randomly selecting and presenting a group and second group selection means for selecting and presenting a group that meets a player's search condition.

4. The program according to claim 3, wherein the group creation means enables the creation of a new group on the condition that the first group selection means cannot present an available group and causes the player to belong to the created new group.

5. The program according to claim 4, wherein the group generation means automatically creates a new group on the condition that a new group has not been generated within a predetermined time and causes the player to belong to the created new group.

6. The program according to claim 4, wherein the group generation means enables the player who created the new group to set the group name of the group.

7. The program according to claim 1 or 2, wherein the group management means determines that a player can participate in a group on the condition that the player does not belong to any group.

8. The program according to claim 7, wherein the group management means controls to enable a player to participate in a group or create a new group on the condition that the player's level exceeds a predetermined value.

9. The program according to claim 8, wherein the group management means enables the presentation of a group by the first group selection means or the second group selection means on the condition that the player's level exceeds a predetermined value.

10. The program according to claim 7, wherein the group management means causes a player who has not played the game for a predetermined period to withdraw from the group to which the player belongs.

11. ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ The group management means removes a player from the group to which the player belongs in response to the player's withdrawal request. The program according to claim 7.

12. A computer Game execution means for executing a battle game between players, Reward granting means for granting a first reward to the group to which the player belongs according to the result of the battle game, The program according to claim 1, which causes the computer to function as described above.

13. The reward granting means grants a second reward to the player according to the contribution degree of the reward granted to the group to which the player belongs. The program according to claim 12.

14. Group management means for managing a group composed of at least one or more players and determining whether a player can participate in the group, Group creation means for enabling the creation of a new group on the condition that a player cannot participate in the group, and causing the player to belong to the created new group, A game management device comprising the above.

15. A computer Participating group presentation means for presenting a group in which a player can participate among a plurality of groups composed of at least one or more players, Group creation means for enabling the creation of a new group on the condition that a player cannot participate in the group, and causing the player to belong to the created new group, A program that causes the computer to function as described above.

16. The group presentation means includes first group selection means for randomly selecting and presenting a group, and second group selection means for selecting and presenting a group that matches the player's search conditions. The program according to claim 15.

17. The group creation means enables the creation of a new group on the condition that the first group selection means cannot present a group in which the player can participate, and causes the player to belong to the created new group. The program according to claim 16.

18. The group generation means automatically creates a new group on the condition that a new group has not been generated within a predetermined time, and causes the player to belong to the created new group. The program according to claim 17.

19. The group presentation means presents a group in which the player can participate on the condition that the player does not belong to any group. The program according to claim 15.

20. The group presentation means presents available groups on condition that the player's level exceeds a predetermined value. The program according to claim 19.

21. Function the computer as a withdrawal request means for requesting withdrawal from the group to which the player belongs. The program according to claim 19.

22. An available group presentation means for presenting a group to which a player can participate among a plurality of groups composed of at least one or more players, A group creation means that enables the creation of a new group on condition that the player cannot participate in the group, and assigns the player to the created new group. A game device comprising the above.

Citation Information

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